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Practical Necromancy
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Version1.8.4
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NymicUploaded by
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Greetings Necromancers, Version 1.8.4 might be a small update but it comes with a lot of changes to the perks, fixes and quality of life. Practical Necromancy [XB1] was also updated for the Xbox One over on Bethesda.net along with Practical Necromancy - Summermyst Patch [XB1]. For new users of the mod please remember that the grimoire will appear in your inventory soon after reanimating your first corpse with the mod enabled.
For old users of the mod, Practical Necromancy is completely safe to update from older versions and doesn't require a new save - just be sure to follow the "Updating" procedure on the mod page. If you play with the older versions of Skyrim (1.5.97 and 1.6.640) then you will need Backported Extended ESL Support as well. Once in-game "equip" the book and press the "Update Mod" and wait patiently for the in-game update process to finalize.
Please don't forget to endorse if you've enjoyed the mod so far and can't see yourself playing Skyrim again without it. If you like what you see, then check out my other mods.
UPDATE NOTES
Update 1.8.4 comes with new perks, fixes and more quality of life. One significant change is a tweak to the AI for Awakened Undead so please reawaken any of your Awakened Undead that may be following you so that their AI can update to these changes. Another change was made to the perk that was once the Thaumaturge perk, if you happen to have automaton minions then please learn the new perk that governs those minions, the Artificer perk to maintain your ability to interact with your construct minions. A bunch of folks will suddenly report having issues with their Awakened Undead and construct minions in the comments, when you see them please let them know or direct them to the sticky. Also please take the time to check out the change logs for more details as there were several changes made to the mod and to the perk tree.
I would like to thank a few content creators for uncovering bugs or just in general inspiring me to design new features or perks for the new update.
Now, I'd like to bring to your attention a new Skyrim content creator that I discovered while working on the 1.8.4 update, Icarus who is making some truly stellar and amazing story-driven playthroughs of Skyrim in his Broken Things series. This man is criminally underrated in the Skyrim content space and puts an incredible amount of effort into his work so I would really appreciate it if you guys would check him out and throw some support his way as well!
LOAD ORDER
Load order in general should not matter if you are using any of the other perk overhauls. There is one exception for Requiem though, so check out the "Mod Compatibility" section on where to position this mod in relation to Requiem.
If you are a fan of my work and would like to see what I'm currently working on or always wanted a way to support my projects then you can check out my Patreon.
for example:
help "flame" 4, which then it'll show all npcs, items, spells, shouts, powers, everything with the name "flame" in it, which then you press "page up" and "page down" to scroll the console
But the description said it was alright to update it in mid-playthrough. I followed the instructions and it was still broken because I had learned most of the Dark Arts skills and powers. One thing I should mention as well was I didn't use the Dark Arts features until mid-way through the Dawnguard story, which I do first. On top of that, I have 300 mods installed and didn't realize Dark Arts had an update prior to starting the new playthrough.
2 hours of fixing my modlist later and now the mod works as intended. It's a little lengthy and there's a lot more to take in, sure. But at least the features actually work this time.
Great work Nymic, be proud of your work done here!
This mod needs a spell that banishes every single minion all at once.
instead of opening the book, going to cast, going to banish dead, wait for 10 seconds,
opening the book again, going to cast, going to banish beast, waiting for another 10 seconds!!!!!
it'll be waaaaaaay easier and less time consuming if there was an option to banish all your army from different class in one go!
if you equip both of them, and press your power/shout key, itll banish all your summons
1. its from this mod
2. the shout/power is called "Memento Mori", itll cast your "non hostile spells" on your summons, that is equipped in your right hand
so if you equip the shout/power, and put "dismiss" on your right hand, then use your shout/power, itll cast "dismiss" on all your summons, or you can use any other non hostile spells, for example oak flesh, to make your summons stronger
A suggestion for the accursed undead group either instead of or including the frozen Falmer you could have create vampire, and starting with weak vampires, you could have an upgrade system similar to what there is with the Draugr, e.g Draugr Deathlord, to Draug Death Overlord, to Dragon Priest.
Something like, Vampire Fledgling, to Vampire, to Blooded Vampire, all the way up though the ranks to Nightlord Vampire with maybe an option for Vampire Lords too.
each requiring higher levels of necromancy and or upgrading the Defiler perk aswell as requiring more and rarer ingredients to upgrade them.
Become Dracula, that Grand Elder Vampire